BattleCraft
Push spawned attackers toward the enemy side to destroy their life crystal while protecting your own. Pick the right units over your enemy to push through your enemy's attackers.
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Search for "BattleCraft" on battlenet:
- US: "BattleCraft"; filter "Tug of War"
- EU: "BattleCraft BETA"
- SEA: "BattleCraft BETA"
I'm open to suggestions like balance, glitches, fixes, and stuff.
Things to do:
- Balance Balance Balance
- Fixing glitches
- New units and heroes
- Custom GUI
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I'm remaking a classic from SC1 for SC2.
Recommended players: 2 [1v1] or 4 [2v2]
Some details:
- Buy attacker armies at the top left corner of the map. Each individual unit purchase creates an army of that unit. These units will automatically attack toward the enemy's life crystal.
- Buy defensive structures and heroes at your Life Crystal. In addition to minerals, these special units require vespene gas.
- Mineral count increases automatically. To fasten the pace of game as time goes by, income and vespene gas increases as you kill more units.
- For more convenient purchasing, hotkeys are initiated at the start for each player. [1-4] are for buying attacker armies while [w] is the life crystal.
- You can still play with/computers by adding AI for a player slot. The AI just makes random units so don't expect it to be any good.
Original map from SC1 by: Spikes10012
Unlocks? Like units that only become available when you've played enough, done something, or payed something?
That still doesn't explain why you're breaking backwards compatibility. Losing data is a serious bug, not a coding convenience.
On the topic of security: currently it's possible to backup your ratings/etc data and restore it to erase loses. I've been accused of this a few times, which is frustrating. There IS something you can do to prevent this from happening:
The basic idea is to spread players' rating information a bit. This puts some of the information outside of what a single player can backup and restore. It forces them to tamper with data or avoid particular players.
I don't want to imply this is simple. It's not. Getting it right is very hard, because you MUST consider the possibility of players creating tampered data to frame other players OR data being lost due to a disconnect OR a bug introducing inconsistencies.
Changes to the how stats are loaded and saved to accommodate for unlocks. Also a little bit more secure.
What? Why?
If you know anyone that hasn't played BattleCraft since October 11th, tell them to play at least 1 game by tomorrow! Their stats will reset if they don't.
Note on the new timescale to 1.5 in hyper mode: if you look at the cooldown tooltips, the numbers look the same but it's actually 50% faster. You can easily tell by looking at how the cooldown timer goes down faster.
Actually I think i found a way to more accurately scale things. Never noticed it until I just checked it again. Everything but missiles seem to scale now. It includes regen times, ability cooldowns (like structure cooldown, hero spells, etc), animations, etc.
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If you made 'normal' the slow-game-speed version of hyper the issue would be resolved (at least in terms of differences).
There's a bunch of even more subtle differences like missile speeds, random attack delays, damage point times, ability cooldowns etc
Wish there was an actual thing to increase the entire game speed like going from faster to faster faster or something. Would make things a lot easier.
There are actually a couple of things that don't scale right with hyper. Tower cooldowns are an obvious one, but there are also subtle differences like ultra vs templar becoming more favored towards ultralisks (maybe the templar pre-cast animation time is not scaled?).
Any way to make roaches' health regen proportionate to the speed of aggro? Your unit is across the map before the 5 second regen delay is up.
No, I don't recall. Sorry. I'll keep my eye open.
I know I've brought this up before and you said it wasn't possible, but I've noticed other custom maps that have auto arranged teams based on ranking (Star Battle). In that map, the lobby host is able to choose to keep the default 6on6 or put everyone on 12 separate "teams" which are then arranged in game based on rating. No idea how this works behind the scenes but I was wondering if it could work for BC.
You remember if it said "game cannot continue with no opponents"?
I thought I noticed the same thing as Strilanc. However, I noticed today that I lost points even after staying in a game until the Victory! prompt. I don't recall the circumstances of who had or had not left the game prior to that. Both my ally and I were still in the game, though.
You should be safe to leave after you see a "Stats saved" on the bottom left and before the new round starts (when the round countdown is over).
I keep losing points even though I'm not losing.
Does it count as a loss if you leave during the round extension?
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I kind of like that idea.
@Strilanc: Go
Easy fix I believe would just to make it extend by default. 10 seconds is enough.
Rounds aren't being extended anymore. The voting dialog needs to be center screen and last more than 10 seconds. People who want to continue will wait, people who don't will leave.
A couple glitches:
Also:
Word up Ry.
Very Interesting changes....very interesting........